Differentiate between monster anger from attacks and from other causes

setmangry() and wakeup() were being used for multiple purposes. Add an
extra parameter to track which. This fixes several minor bugs (e.g.
whether monsters with no eyes were angered by (useless) gaze attacks
against them previously depended on the state of a UI option, and
the Minetown guards would be annoyed if you used a cursed scroll of
tame monster on a shopkeeper). It's also a prerequisite for the
Elbereth changes I'm working on.
This commit is contained in:
Alex Smith
2016-10-17 18:15:57 +01:00
parent 5c12362a98
commit ee5b488514
17 changed files with 55 additions and 45 deletions

View File

@@ -145,7 +145,7 @@ struct obj *wep; /* uwep for attack(), null for kick_monster() */
if (!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data, AD_STCK))
u.ustuck = mtmp;
}
wakeup(mtmp); /* always necessary; also un-mimics mimics */
wakeup(mtmp, TRUE); /* always necessary; also un-mimics mimics */
return TRUE;
}
@@ -190,7 +190,7 @@ struct obj *wep; /* uwep for attack(), null for kick_monster() */
*/
if ((mtmp->mundetected || mtmp->m_ap_type) && sensemon(mtmp)) {
mtmp->mundetected = 0;
wakeup(mtmp);
wakeup(mtmp, TRUE);
}
if (flags.confirm && mtmp->mpeaceful && !Confusion && !Hallucination
@@ -573,7 +573,7 @@ int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
unconventional[0] = '\0';
saved_oname[0] = '\0';
wakeup(mon);
wakeup(mon, TRUE);
if (!obj) { /* attack with bare hands */
if (mdat == &mons[PM_SHADE])
tmp = 0;
@@ -894,7 +894,7 @@ int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
pline("%s %s over %s!", what,
vtense(what, "splash"), whom);
}
setmangry(mon);
setmangry(mon, TRUE);
mon->mcansee = 0;
tmp = rn1(25, 21);
if (((int) mon->mblinded + tmp) > 127)
@@ -903,7 +903,7 @@ int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
mon->mblinded += tmp;
} else {
pline(obj->otyp == CREAM_PIE ? "Splat!" : "Splash!");
setmangry(mon);
setmangry(mon, TRUE);
}
if (thrown)
obfree(obj, (struct obj *) 0);
@@ -2097,7 +2097,7 @@ boolean wouldhavehit;
else
You("miss it.");
if (!mdef->msleeping && mdef->mcanmove)
wakeup(mdef);
wakeup(mdef, TRUE);
}
/* attack monster as a monster. */
@@ -2178,7 +2178,7 @@ register struct monst *mon;
sum[i] = damageum(mon, mattk);
break;
}
wakeup(mon);
wakeup(mon, TRUE);
/* maybe this check should be in damageum()? */
if (mon->data == &mons[PM_SHADE]
&& !(mattk->aatyp == AT_KICK && uarmf
@@ -2212,7 +2212,7 @@ register struct monst *mon;
* already grabbed in a previous attack
*/
dhit = 1;
wakeup(mon);
wakeup(mon, TRUE);
if (mon->data == &mons[PM_SHADE])
Your("hug passes harmlessly through %s.", mon_nam(mon));
else if (!sticks(mon->data) && !u.uswallow) {
@@ -2230,7 +2230,7 @@ register struct monst *mon;
case AT_EXPL: /* automatic hit if next to */
dhit = -1;
wakeup(mon);
wakeup(mon, TRUE);
sum[i] = explum(mon, mattk);
break;
@@ -2238,7 +2238,7 @@ register struct monst *mon;
tmp = find_roll_to_hit(mon, mattk->aatyp, (struct obj *) 0,
&attknum, &armorpenalty);
if ((dhit = (tmp > rnd(20 + i)))) {
wakeup(mon);
wakeup(mon, TRUE);
if (mon->data == &mons[PM_SHADE])
Your("attempt to surround %s is harmless.", mon_nam(mon));
else {
@@ -2637,7 +2637,7 @@ struct monst *mtmp;
if (what)
pline(fmt, what);
wakeup(mtmp); /* clears mimicking */
wakeup(mtmp, FALSE); /* clears mimicking */
/* if hero is blind, wakeup() won't display the monster even though
it's no longer concealed */
if (!canspotmon(mtmp)
@@ -2695,7 +2695,7 @@ struct obj *otmp; /* source of flash */
}
if (mtmp->mhp > 0) {
if (!context.mon_moving)
setmangry(mtmp);
setmangry(mtmp, TRUE);
if (tmp < 9 && !mtmp->isshk && rn2(4))
monflee(mtmp, rn2(4) ? rnd(100) : 0, FALSE, TRUE);
mtmp->mcansee = 0;